Bridging the Gap Between Visuals and Mechanics, Introducing True Verticality & Advanced Evasion

The Core Issue:
There is a fundamental misalignment between the game's combat mechanics and its visual representation. While PoE presents a fully 3D environment, skill execution and hit detection often still operate on a strict 2D plane.
This becomes problematic with aerial states and elevation differences. Attacks and spells visually appear to travel in 3D space, yet mechanically they often ignore height.

The Proposal:
I propose updating the core interaction to respect the Z Axis (Verticality). This would open the door for movement skills to function as active defensive layers, rather than just travel tools.

Here are specific mechanics that would enhance combat depth:
​1- Aerial Evasion (Jump, Fly):
​Movement skills that lift the character off the ground should mechanically evade Ground based AoE and Shockwaves.
​Example: If a boss performs a "Ground Slam," a timed jump or flight skill should allow the player to pass over the damage wave.
2- ​Subterranean Evasion (Dig, Burrow):
Introduce skills that allow players to briefly go underground.
​Utility: This state could provide immunity to surface level explosions or projectiles, offering a strategic counter to specific enemy archetypes.
​3- Advanced Dash Mechanics (Double Dash, Slide):
​Slide: A movement skill that lowers the character's hitbox, allowing them to slide under projectiles or swinging.
​Double Dash: Adding momentum based mechanics where a second dash provides Phasing or directional changes to confuse enemy tracking.

Why This Matters:
Implementing these changes would shift combat from a pure Stat Check (Do I have enough HP to tank this?, Am I in right position?) to a Z position interaction. It allows for critical escapes in high pressure situations and makes the combat loop feel significantly more dynamic and fair. When the visual feedback matches the mechanical outcome, the gameplay becomes much more immersive and satisfying.

​Thank you for considering this feedback.
Last bumped on Jan 18, 2026, 3:41:57 PM

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